bunch of test things
also new camera class
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89e47fa56c
10 changed files with 496 additions and 54 deletions
12
engine/camera.h
Normal file
12
engine/camera.h
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@ -0,0 +1,12 @@
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#ifndef ENGINE2026_CAMERA_H
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#define ENGINE2026_CAMERA_H
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class Camera
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{
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public:
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Camera();
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};
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#endif
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@ -1,5 +1,4 @@
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#pragma once
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#include <exception>
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#include <vector>
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#include <glad/glad.h>
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@ -59,8 +58,9 @@ public:
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void Draw() const
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{
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount),
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GL_UNSIGNED_INT, nullptr);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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//glBindVertexArray(VAO);
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//glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount),
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// GL_UNSIGNED_INT, nullptr);
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}
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};
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@ -79,30 +79,62 @@ public:
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};
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// Setters
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setVec2(const std::string &name, float v0, float v1) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), v0, v1);
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}
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void setVec3(const std::string &name, float v0, float v1, float v2) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2);
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}
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void setVec4(const std::string &name, float v0, float v1, float v2, float v3) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), v0, v1, v2, v3);
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}
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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// ------------------------------------------------------------------------
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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// ------------------------------------------------------------------------
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void setVec2(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string &name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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}
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// ------------------------------------------------------------------------
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void setVec3(const std::string &name, const glm::vec3 &value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string &name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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// ------------------------------------------------------------------------
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void setVec4(const std::string &name, const glm::vec4 &value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string &name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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// ------------------------------------------------------------------------
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void setMat2(const std::string &name, const glm::mat2 &mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat3(const std::string &name, const glm::mat3 &mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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// ------------------------------------------------------------------------
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void setMat4(const std::string &name, const glm::mat4 &mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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private:
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void checkCompileErrors(unsigned int shader, std::string type)
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@ -1,10 +1,9 @@
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#pragma once
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#include <iostream>
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#include <glad/glad.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image/stb_image.h>
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#include <stb/stb_image.h>
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class Texture
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{
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@ -48,7 +47,7 @@ public:
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void Draw() const
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{
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glActiveTexture(GL_TEXTURE);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ID);
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}
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};
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